|
``"The best thing for being sad," replied Merlin, beginning to puff and blow, "is to learn something. That's the only thing that never fails. You may grow old and trembling in your anatomies, you may lie awake at night listening to the disorder of your veins, you may miss your only love, you may see the world about you devastated by evil lunatics, or know your honour trampled in the sewers of baser minds. There is only one thing for it then - to learn. Learn why the world wags and what wags it. That is the only thing which the mind can never exhaust, never alienate, never be tortured by, never fear or distrust, and never dream of regretting. Learning is the only thing for you. Look what a lot of things there are to learn." '' - T.H. White, "The Once and Future King" _________________________________________________________________ The gnomes native to Dalsundria are typical of other AD&D worlds, though only two subraces are present, the rock gnomes, and the forest gnomes. Gnomes did not fare well during the strife wars, and few are left on the world. They exist as almost a hidden race, and the worship of Baravar Cloakshadow is a strong one. A few isolated villages exist on Dalsundria, but player character gnomes are a rarity. Ability score adjustments and racial packages: Gnomes are not changed on Dalsundria _________________________________________________________________ Ever since both races can remember halflings and humans have coexisted, each race seeing the other as a taller/shorter version of its self. Though halflings have their own distinct culture it is heavily colored by the humans they life with, and vice versa. All standard subraces of halflings exist on Dalsundria, and they are the only demihuman race that can be considered "native" in that they settled the land right alongside the humans. Ability score adjustments and racial packages: Halflings are not changed on Dalsundria _________________________________________________________________ |
|